scispace - formally typeset
Search or ask a question
Author

Brian Whited

Bio: Brian Whited is an academic researcher from Walt Disney Animation Studios. The author has contributed to research in topics: Animation & Computer facial animation. The author has an hindex of 8, co-authored 16 publications receiving 337 citations. Previous affiliations of Brian Whited include Georgia Institute of Technology & Georgia Tech Research Institute.

Papers
More filters
Journal ArticleDOI
TL;DR: A new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations that exploits the concept of bas-relief sculptures, and forms an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape.
Abstract: We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.

90 citations

Journal ArticleDOI
01 May 2010
TL;DR: A novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps is presented.
Abstract: The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results Tight inbetweens, which interpolate similar key frames, are particularly time-consuming and tedious to draw Therefore, we focus on automating these high-precision and expensive portions of the process We have designed a set of user-guided semi-automatic techniques that fit well with current practice and minimize the number of required artist-gestures We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data

79 citations

Journal ArticleDOI
TL;DR: A novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to-stroke relationships is introduced.
Abstract: We present ‘Smart Scribbles’—a new scribble-based interface for user-guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke-to-stroke and scribble-to-stroke relationships. Although the minimization of this energy is, in general, an NP-hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as-rigid-as-possible deformation and registration, and on-the-fly labelling based on pre-classified guidelines. © 2012 Wiley Periodicals, Inc. (We present Smart Scribbles, a new scribble-based interface for user-guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke-to-stroke and scribble-to-stroke relationships. Although the minimization of this energy is, in general, a NP-hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labelings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as-rigid-as-possible deformation and registration, and on-the-fly labeling based on pre-classified guidelines.)

61 citations

Proceedings ArticleDOI
05 Aug 2011
TL;DR: A novel and practical texture mapping algorithm for hand-drawn cartoons that allows the production of visually rich animations with minimal user effort and significantly reduces the amount of manual labor required to add visually complex detail to an animation, thus enabling efficient cartoon texturing for computer-assisted animation production pipelines.
Abstract: We present a novel and practical texture mapping algorithm for hand-drawn cartoons that allows the production of visually rich animations with minimal user effort. Unlike previous techniques, our approach works entirely in the 2D domain and does not require the knowledge or creation of a 3D proxy model. Inspired by the fact that the human visual system tends to focus on the most salient features of a scene, which we observe for hand-drawn cartoons are the contours rather than the interior of regions, we can create the illusion of temporally coherent animation using only rough 2D image registration. This key observation allows us to design a simple yet effective algorithm that significantly reduces the amount of manual labor required to add visually complex detail to an animation, thus enabling efficient cartoon texturing for computer-assisted animation production pipelines. We demonstrate our technique on a variety of input animations as well as provide examples of postprocessing operations that can be applied to simulate 3D-like effects entirely in the 2D domain.

45 citations

Proceedings ArticleDOI
05 Aug 2011
TL;DR: This work proposes a technique to control the temporal noise present in sketchy animations by combining motion extraction and inbetweening techniques to generate a reduced-noise sketchy animation registered to the input animation.
Abstract: We propose a technique to control the temporal noise present in sketchy animations. Given an input animation drawn digitally, our approach works by combining motion extraction and inbetweening techniques to generate a reduced-noise sketchy animation registered to the input animation. The amount of noise is then controlled by a continuous parameter value. Our method can be applied to effectively reduce the temporal noise present in sequences of sketches to a desired rate, while preserving the geometric richness of the sketchy style in each frame. This provides the manipulation of temporal noise as an additional artistic parameter, e.g. to emphasize character emotions and scene atmosphere, and enables the display of sketchy content to broader audiences by producing animations with comfortable noise levels. We demonstrate the effectiveness of our approach on a series of rough hand-drawn animations.

29 citations


Cited by
More filters
01 Jan 2016
TL;DR: The using multivariate statistics is universally compatible with any devices to read, allowing you to get the most less latency time to download any of the authors' books like this one.
Abstract: Thank you for downloading using multivariate statistics. As you may know, people have look hundreds times for their favorite novels like this using multivariate statistics, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their laptop. using multivariate statistics is available in our digital library an online access to it is set as public so you can download it instantly. Our books collection saves in multiple locations, allowing you to get the most less latency time to download any of our books like this one. Merely said, the using multivariate statistics is universally compatible with any devices to read.

14,604 citations

Journal ArticleDOI
21 Jul 2013
TL;DR: Sketch2Scene, a framework that automatically turns a freehand sketch drawing inferring multiple scene objects to semantically valid, well arranged scenes of 3D models, is presented, promising to use as an alternative but more efficient tool of standard 3D modeling for 3D scene construction.
Abstract: This work presents Sketch2Scene, a framework that automatically turns a freehand sketch drawing inferring multiple scene objects to semantically valid, well arranged scenes of 3D models. Unlike the existing works on sketch-based search and composition of 3D models, which typically process individual sketched objects one by one, our technique performs co-retrieval and co-placement of 3D relevant models by jointly processing the sketched objects. This is enabled by summarizing functional and spatial relationships among models in a large collection of 3D scenes as structural groups. Our technique greatly reduces the amount of user intervention needed for sketch-based modeling of 3D scenes and fits well into the traditional production pipeline involving concept design followed by 3D modeling. A pilot study indicates that it is promising to use our technique as an alternative but more efficient tool of standard 3D modeling for 3D scene construction.

200 citations

Journal ArticleDOI
27 Jul 2014
TL;DR: True2Form is a sketch-based modeling system that reconstructs 3D curves from typical design sketches by progressively detecting and enforcing applicable properties, accounting for their global impact on an evolving 3D curve network.
Abstract: True2Form is a sketch-based modeling system that reconstructs 3D curves from typical design sketches. Our approach to infer 3D form from 2D drawings is a novel mathematical framework of insights derived from perception and design literature. We note that designers favor viewpoints that maximally reveal 3D shape information, and strategically sketch descriptive curves that convey intrinsic shape properties, such as curvature, symmetry, or parallelism. Studies indicate that viewers apply these properties selectively to envision a globally consistent 3D shape. We mimic this selective regularization algorithmically, by progressively detecting and enforcing applicable properties, accounting for their global impact on an evolving 3D curve network. Balancing regularity enforcement against sketch fidelity at each step allows us to correct for inaccuracy inherent in free-hand sketching. We perceptually validate our approach by showing agreement between our algorithm and viewers in selecting applicable regularities. We further evaluate our solution by: reconstructing a range of 3D models from diversely sourced sketches; comparisons to prior art; and visual comparison to both ground-truth and 3D reconstructions by designers.

181 citations

Journal ArticleDOI
TL;DR: This report provides a systematic overview of directional field synthesis for graphics applications, the challenges it poses, and the methods developed in recent years to address these challenges.
Abstract: Direction fields and vector fields play an increasingly important role in computer graphics and geometry processing. The synthesis of directional fields on surfaces, or other spatial domains, is a fundamental step in numerous applications, such as mesh generation, deformation, texture mapping, and many more. The wide range of applications resulted in definitions for many types of directional fields: from vector and tensor fields, over line and cross fields, to frame and vector-set fields. Depending on the application at hand, researchers have used various notions of objectives and constraints to synthesize such fields. These notions are defined in terms of fairness, feature alignment, symmetry, or field topology, to mention just a few. To facilitate these objectives, various representations, discretizations, and optimization strategies have been developed. These choices come with varying strengths and weaknesses. This report provides a systematic overview of directional field synthesis for graphics applications, the challenges it poses, and the methods developed in recent years to address these challenges.

131 citations

Proceedings ArticleDOI
19 Apr 2018
TL;DR: SymbiosisSketch is presented, a hybrid sketching system that combines drawing in air and on a drawing surface (2D) to create detailed 3D designs of arbitrary scale in an augmented reality (AR) setting.
Abstract: We present SymbiosisSketch, a hybrid sketching system that combines drawing in air (3D) and on a drawing surface (2D) to create detailed 3D designs of arbitrary scale in an augmented reality (AR) setting. SymbiosisSketch leverages the complementary affordances of 3D (immersive, unconstrained, life-sized) and 2D (precise, constrained, ergonomic) interactions for in situ 3D conceptual design. A defining aspect of our system is the ongoing creation of surfaces from unorganized collections of 3D curves. These surfaces serve a dual purpose: as 3D canvases to map strokes drawn on a 2D tablet, and as shape proxies to occlude the physical environment and hidden curves in a 3D sketch. SymbiosisSketch users draw interchangeably on a 2D tablet or in 3D within an ergonomically comfortable canonical volume, mapped to arbitrary scale in AR. Our evaluation study shows this hybrid technique to be easy to use in situ and effective in transcending the creative potential of either traditional sketching or drawing in air.

128 citations